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Cyan-Eyed452 t1_ixx21j5 wrote

I imagine this sort of thing will need lots of manual work done to it to make it play nicely with anything that uses 3D assets.

Games and VR, training, pre-rendered CGI etc etc.

I've been a 3D artist for the last 5 years (in e-learning and training, using VR and AR specifically) and I just can't see this being able to spit out something useable without needing significant modifications. I hate to think the mess of geometry and polycounts this thing will spit out.

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Sirisian t1_ixxahfn wrote

Yeah, the manual fixing part might be required for a while. For some applications like in film, NERF methods are looking interesting where the topology doesn't need to be perfect for hard surfaces. The new Corridor Digital video showed how fast that is progressing with a quick look at some applications of it so far.

It's not hard to imagine as graph neural networks become more advanced, and with enough training data, that a topology solver will exist. Even as an assistant tool rapidly fixing common issue. (These kind of force multipliers are important since they allow one artist to work at the pace of multiple). Another method is to start from an artistically created reference mesh (or something like MetaHuman) and mapping scans to it to import actors.

You mention using AR. A lot of comments view mainstream AR and its data collection ability to be a tipping point where various techniques become commonplace. Walking around with a headset and scanning the world at extremely fine detail with algorithms extracting objects and other algorithms extracting normal maps, lighting data, etc. In many game pipelines artists will (or did before large databases of assets) go out and collect photogrammetry scans with teams. This process will be much cheaper and faster later.

It's also interesting from a rendering perspective how some tools are dealing with larger polycount objects. (Other than simply simplifying them and baking normal maps). UE5 for instance can handle very unoptimized meshes with millions of polygons. Not super ideal and not viable for VR applications anytime soon, but engine pipelines might be able to magically handle things that artists used to do manually to increase performance.

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ddnnuupp t1_iy3bh37 wrote

I hate that video, it's incredibly misleading.

You are right about the use cases though. What you're wrong about is it's lifespan. We'll be AI generating locations from a single photo within a year.

Applications for industry are weak though, because they need super accurate recreations of assets and locations as they exist, down to the cracks in the concrete. They cannot have any AI approximation, they need to be 1:1. So traditional 3D photogrammetry is safe for now. But all other 3D pursuits are about to change.

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Simply_Epic t1_ixxuuyv wrote

Certainly. Though for now I imagine this is super useful for making background objects that don’t really need to look amazing or have good topology. Anything that’s not the main focus of a scene doesn’t really need that much effort. This will just let artists spend more of their time where it’s most impactful for the overall scene.

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ddnnuupp t1_iy3b521 wrote

I've been a 3D artist for 15 years and I can tell you that it absolutely will be automated and likely within the next year.

The gains appear to be logarithmic.

My advice to others is to adopt these technologies into your workflow now.

Midjourney and stable diffusion coupled with 'Materialize' have already replaced the substance suite for me.

I'm not happy about it. I just want to see all of this tech reach its logical conclusion as fast as possible. I feel like the slow knife would be more dangerous than a sudden paradigm shift. So many people are going to lose their jobs, no matter how you spin it. It's tragic and the future looks so uncertain and weird.

Non-artists, it's coming after you next. All a lawyer or doctor does is collate relevant information and apply it to a question. They are next.

Helpdesk, retail, and, dare I say it, programmers.

Funnily enough it looks like tradesmen are pretty secure. And everyone thought they were most vulnerable a decade ago.

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